Kingmaker

Intro: After waking up the adventurers explore Oleg’s trading post and talk to the new arrivals. The discover that the guards had been requested by Oleg long ago to deal with the bandit problem and have only just arrived. Another arrival was a priest of Erastil. He asked the adventurers to go to an old temple of Erastil and remove a spirit that’s haunting the place so he can continue his journey and restore the temple to it’s former glory. The party heads off via some unexplored land.

Bandits: They come across a man made clearing in the woods and discover some bandits of the five the only woman of the group is obviously in charge here. The party can see that she wears a stag amulet around her neck. The ranger puts on a stag amulet and uses the cleric as a false hostage and strolls into the camp, the first bandit doesn’t care and says report to Kressel (the woman.) She sees through the ruse and sounds the alarm, a thunder stone that disorients the ranger and cleric but the rest of the party charge in to fight. They are victorious. The party loot the bodies and the entire camp using a cart at the site to return the goods to Oleg’s

Oleg’s: The party keeps the second stag amulet, some combat gear, all coinage and one bottle of glowing liquor, the rest is sold to Oleg. They rest and head off at dawn.

Bears: This time the party travels straight to the destination that the priest gave them. It is a large temple so they don’t miss it. In it’s courtyard there is a fountain of cure light wounds. A bear then rushes the adventurers, after it’s killed, the body fades rather than rots, the temple looks less decayed and brighter and the adventurers return to Oleg’s to inform the priest.

Oleg’s: Upon arrival everyone is cheering and the captain of the guard and Oleg shake your hands and explain that they have noticed decreased bandit activity, handing the party their cash in Gold Pieces. Talking to the priest he is extremely grateful, and offers his spellcasting services for free for life, they can find him at the temple. The party rests again.

Spiders: The party decides to charter more land and after a couple of hours exploring, they find a deep ravine, inside the ranger spots a creature which pounces at them, the druid charms the creature and tried to defend it but the rest of the party ignore her and kill it. Inside it’s den they find the corpse of a bandit with yet another stag amulet.

After resting at Oleg’s trading post, the adventurers took a look at the notice board and decided to hunt a Tatzylwyrm. Whilst travelling south, they came upon a field of magical radishes that was inhabited by some crazed Kobolds under the influence of these radishes. After calming them down, they led the party to their lair. On the way the Gnome heard a familiar giggle from a bush but couldn’t work it out. They reached the Kobold lair and the inhabitants were very happy to see some people who might be able to help them. They were very eager to strike a bargain, where the party would destroy the Mites in their lair to the North and retrieve a sacred statue, and the Kobolds would give shinies and a peace with Oleg’s trading post. The adventurers made their way through the mite lair destroying them all and some giant centipedes that were being bred there and a Kobold prisoner named Mikemek was rescued. In the main chamber they destroyed the mite lord and found their loot which contained the sacred statue and a note that said the Kobolds held a human ring. Upon returning to the Kobolds, they all cheered and threw a feast, the statue was returned, a peace established and amongst the shinies the human ring was found which the party established was Svetlana’s. They spent the night and then made the trek back to Oleg’s where they recieved the rewards for establishing a peace with the Kobolds and returning Svetlana’s ring.

The adventurers receive their letters from the swordlords to charter the greenbelt and prosecute any bandits in the area, they head south and meet in the courtyard of Oleg’s trading post, owned by Oleg Leveton and his wife Svetlana Leveton. After you’ve introduced yourselves to each other Svetlana came out with bread and stew and told you of their situation, bandits are arriving on a monthly basis to take any new stock they have, they even stole her wedding ring, and the bandits are next due at sunrise. The adventurers devise a plan to ambush the bandits by letting them walk in and slamming the gates shut, trapping them inside. A fight ensues, and the players are victorious after slaying Haps Bydon and his three cronies. Zebedee was knocked unconscious but was stabilised by Pinatikk Nhee Nebaeheda Oaenal Baerkraerae. the adventurers offer to donate the loot to the Levetons and a deal was struck to split it, The players kept the gold, alchemist’s fire and a stag amulet, whilst the Levetons took the leather armour and weapons. The bodies were burned and the horses were led inside to the stables. Svetlana offers the adventurers a permanent resting place if they choose to stay whilst on their quest in the Greenbelt. The adventurers head to their room to rest.